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Need Two More Squaddies

I'm running a military campaign (By Iron and Blood) set in an alternate universe. Character, intrigue, and plot are important, though there is some violence as well. There is lots of violence. The squad is a bit undermanned as of late, so I'm looking for anyone interested in joining the fray.

I should note that I'm running another campaign that interacts with this one, but right now, that campaign has a few more people than this one does. It's important for the campaigns to have an equal amount of players on both sides.

1914

June 26th--Francis Ferdinand, along with several dozen other notable politicians and leaders go missing in Germany and Austria. A pro-slavist organization known as the Black Hand claims responsibility.

June 28th--The Austrian Empire begins a nationwide purge in a vain attempt to destroy the organization.

June 30th--The Black Hand retaliates. The organization makes use of a shocking number of highly skilled Talents. A group of Black Hand Talents summons an extra-planar entity within the boundaries of Vienna, an event which will be remembered as the Night of Sleeping Teeth.

July 2nd--Otto von Bismarck convenes with Austrian dignitaries to discuss solutions to this unconventional threat to the Central Powers.

July 3rd--A subset of the German Knights Templar, the Knights Scitex, is given control of Austria and Germany's forces. Due to their unique focuses, the Scitex are masters of the Arcane, and match the Black Hand's demonstrated power work for work. The Black Hand begins an intense campaign of terrorism within the Central Powers.

July 18th--A battle party of Scitex knights, along with several regiments of conventional infantrymen, find and destroy a Black Hand stronghold in Serbia, ending the First Crusade. Several Talented members of Serbian nobility are encountered within the stronghold and are killed. The organization's activities grind to a halt.

July 20th--Enraged at the military activities with its boarders, Serbia declares war on Austria.

July 21st--Germany declares war on Serbia to uphold its alliance with Austria.

July 25th--Russia begins mobilizing troops to come to Serbia's aid.

August 1st--Germany declares war on Russia.

August 3rd--Germany declares war on France and invades Belgium. Germany must implement the Schlieffen Plan or risk being overwhelmed.

August 4th--Britainnia declares war on Germany.

August 23rd--The BEF started its retreat from Mons. Germany invades France.

August 26th--Russian army defeated at Tannenburg and Masurian Lakes.

September 6th--Battle of the Marne starts.

September 9th--Advancing German forces are flanked and almost routed. In a last ditch effort to turn the tide, a Scitex knight named Dremados Forsythe, along with his attachment of knights, hastily instructs German field Talents an advanced working known as 'bridging'. The danger and unpredictability in using this working is ignored. By the end of the day, more than half of the German army's Talents have died due to advanced arcane poisoning. They succeeded in opening several 'bridges', however, allowing a significant number of German troops to get behind the advancing French forces.

September 12th--The bulk of the French Army is surrounded and destroyed. German troops march unimpeded toward Paris.

September 15th--France surrenders to the Central Powers, ceding valuable ports to Germany and allowing the Central Powers to annex Luxembourg, Belgium, and the Netherlands.

January 10th--The Black Hand begins striking in Russia's favor on the Eastern Front. The victorious Scitex rearrange their operations to focus on their original objective of destroying the secret society.

February 19th--Zeppelins begin an intense bombing campaign as Britain refuses the terms Germany has laid out.

April 1st--Otto von Bismarck dies on his 100th birthday. The leader of the Knights Scitex assumes control of German military command.

April 25th--The Black Hand becomes increasingly desperate as their German counterparts achieve victory after victory. They step back from field operations to work on an alternate plan.

May 6th--The Black Hand assassinates the head of the Knights Scitex. The next in line, Dremados Forsythe, takes the reigns of the Central Powers.

May 7th--The “Lusitania” is sunk by a German U-boat. American opinion is turned against aiding Britannia.

August 2th--The Germans capture Warsaw from the Russians.

August 17th--Willhem II disappears, along with a large portion of Berlin. The Black Hand is suspected. Forsythe is quick to begin setting up a system of government to maintain public stability.

September 20th--Templar and Scitex Knights on dragon back cross the English channel and light London ablaze. Zeppelin raids continue.

1916

February 12th--Coordinated operatives assassinate a dozen key Russian Talents that enable the Czar's army to keep the Germans at bay. Russian forces are over run.

April 10th--British forces surrender to Turkish forces at Kut in Mesopotamia.

May 31st--Britannia finally agrees to German demands in order to end hostilities. Germany comes into possession of the bulk of British colonial holdings.

June 2nd--The Black Hand, fearing the capture of Moscow, summon another extra-planar entity, more powerful than the one in Vienna.

June 10th--Bloodied and battered, the German army beats a retreat to regroup.

July 1st--The Black Hand find their Daemon to be harder to control and more powerful than they intended. It begins summoning more of its kind.

July 2nd--The Black Hand attempts to banish the Daemon. The ensuing fight ends with the corruption of the remainders of the Black Hand, who become little more than puppets to the dark entity.

August 5th--First use en masse of tanks on the outskirts of Moscow by German forces. The tanks prove effective in dealing with the archaic forms of combat favored by the Daemons. The Knights Scitex manage to destroy most of the daemons as they try to flee.

August 6th--Moscow is captured. Russia surrenders and agrees to cede a great deal of its western land to Germany. The Great War comes to an end.

September 10th--The daemons that escaped from the battle at Moscow cause too many disturbances to count. The German army fights the arcane threat, though does so ineffectively.

September 29th--The Knights Scitex form their own military, the Iron Legion. The Iron Legion borrows heavily from existing German forces, but are specially equipped and trained to handle Daemon slaying, among other things, along side the Knights.

1919--US loans to defeated France and Britain default. Compounded with several other internal problems, the United States spirals into an Endless Depression. Germany, meanwhile, couldn't be better.

1921--Scitex Forsythe, celebrated hero of the Great War, is elected Chancellor of newly reorganized Germany. The Scitex party becomes the most popular political party ever seen. Under Forsythe's brave new plan of widespread industrialization, Germany is taken into the future. In a cloud of feel good times, German parliament grants undefined executive powers to their Knightly leader. The size of the Iron Legion exceeds the size of the German military.

1922--Russia explodes in revolution as a great famine sweeps over the slavic nation. The poor leadership given by the Czar, coupled with the rampant Daemon incursions within Russian boarders catalyzes the common man to rise up and shuck off the noose of his capitalist oppressors.

1923--Germany's Iron Legion is invited into Russia to purge the land of the Daemon taint. Germany obliges them.

1924--The Second Crusade, short, but bloody, ends in triumph. Russia agrees to let the Iron Legion keep bases within its boarders to prevent Daemon infestations from being a problem in the future.

1925--A similar situation arises in Italy. The Iron Legion enters the nation despite the lack of invitation. Daemons and Italian troops are purged side by side.

1926--Germany finishes annexing Italy. Riots and freedom movements spring up across the country. The Iron Legion purges them as well.

1928--A resurgent of Daemon and Black Hand activity endangers Germany. The Iron Legion, by now the bulk of Germany's military, tracks their activity base to Africa. The Knights Scitex and the Iron Legion purge most of North Africa, and reaffirm Germany's holdings there. Johan Krump is discovered to have been leading the group of terrorists. Opposing political parties are outlawed. The public agrees with Forsythe's decision.

1930--The left wing Liberty Party comes to power in the US, promising relief from the Endless Depression.

1931--France and Egypt join the Iron Pact.

1932--After a decade of peaceful coexistence, Germany, Austria, and Russia enter into an involved alliance and trade relationship. This new alliance is called the Iron Pact. Several smaller European nations scurry to be a part of it at formation.

1933--The United States annexes Canada. Britainnia severs diplomatic ties with the US.

1934--The US allies itself with Japan and the Ottoman Empire, and then moves to seize its holdings in South America.

1935--Japan and the US go on a land grab in the Pacific, dancing around dangerously near German and British colonies. Britain allies itself with Germany, and thereby the Iron Pact, but does not officially become a part of it. The Ottoman Empire invades the middle East. Scitex Forsythe meets with European leaders to discuss proper responses to this threat.

1936--Japan invades China. Russia provides indirect assistance, not willing to get tangled into a war with the US. Spain joins the Iron Pact. Forsythe and other Iron Pact leaders threaten war if either of the Allies steps into Australia. The US, economy booming from the rampant expansion, and Japan, its dreams of an empire being fulfilled, slow down their operations.

1937--Japan and the US invade and take control of Australia. Mexico, knowing the that United Juggernaut will eventually turn its eyes to the Southern neighbor, launches a surprise attack on the States. The Iron Pact declares war on the United Trio. Japan and the US invade German and British holdings in the East Indies.

1938--Scitex Knights and the Iron Legion march into the Ottoman Empire, tearing apart any resistance. The Iron Pact divides the land amongst themselves for 'safe keeping'. The capture of the Suez canal allows the Iron Pact to move its Navy into the Pacific ocean to defend its colonies.

1939--The Iron Legion arrives en force in Mexico. The flood of soldiers helps Mexico turn back the US counterattack and push into the US.

1940--Battle of the Coral Sea: a great portion of the Japanese fleet is sunk off the coast of Australia by the Iron Pact's navy. Japan fights on, though is severely hampered. The US' navy is able to pick up the slack.

1941--The Iron Pact underestimated the industrial capacity of the US and their resolve to fight. The US pushes back into Mexico and captures its capital, leaving devastation in its wake. Evidence of humanitarian atrocities begin to arise from Japanese and American holdings.

1942--The Iron Legion is pushed South out of Mexico, but on the way capture the Panama canal at high cost. The Black Hand and Daemons are found defending the vital water way. The US is unable to move the ships made in the Atlantic to the Pacific effectively.

1943--The Iron Pact fleet dominates the Pacific. In a clever island hopping strategy, the Iron Legion recaptures dozens of islands. Among these islands are some of the southernmost Japanese lands and Hawaii. Preparations are made to invade the US homeland by different means, while Zeppelins, bombers, and Scitex Knights begin an aerial campaign against Japan.

1944--The Iron Legion launches the biggest military operation in history. The Legion undertakes a full scale amphibious invasion on the west coast of the United States, while Russian attachments of the Iron Legion move into Alaska, and quickly thereafter, Canada. Legion troops by the Panama canal move to attack US forces to the North, while the most violent naval battle ever seen takes place mere miles off the east coast of the US.

1945--The operation is a success. Legion troops march on US soil once more, taking hold of one city after another, despite heavy resistance from both civilians and the US army. Japan continues to fight on despite the massive civilian casualties and the devastation of its homeland. The US, similarly refuses to surrender. The US threatens 'promt and utter destruction' if attack forces do not withdraw. Scitex Knights on the front lines have been encountering more and more Daemon and Black Hand forces intermingled with the US troops, but they have not been posing a threat. They inform Fosythe that the threat is empty, at least from an arcane standpoint. Three days later, an atomic bomb is dropped on Berlin. Forsythe courteously informs the US and Japan that if they do not offer unconditional surrender, they will face 'promt and utter destruction' in return. Both nations refuse. One day later, an atomic bomb is dropped on Hiroshima. Both sides continue to fight. The next day, an atomic bomb is dropped on New York. Forsythe ensures both Japan and the US that there's more where that came from. The Emperor of Japan radios Japan's surrender to the Iron Pact. The US continues to fight on, despite the Legion being a few miles away from their capital. Surprisingly, the US surrenders. A bomber carrying a third atomic bomb toward DC is called off mid flight.

1946--Scitex Knights discover that three key leaders in the Liberty Party were members of the Black Hand. The US' vice president is found out to be a Daemon, while the President had been a member of the Black Hand. The US government, decided to be tainted by extra-planar interests, is disbanded and replaced with Iron Pact military rule. Those that protest are purged.

1948--The Third Crusade begins in Japan after Daemon activity comes to a head. Scitex and Legion forces find their enemies to be much more clever this time around.

1963--Scitex Talents discover Daemon activity on the moon through scrying. Plans are drawn up to purge Luna.

1966--Canada and Britain join the Iron Pact.

1967--Elite Scitex Knights and Iron Legion squads become the first humans to be in space and set foot on the moon. The Fourth Crusade is short, costly, violent, and in the end, successful. The extra-terrestrial men return to Earth as heroes.

1974--People become fed up with strict Scitex regulations. Civil unrest flares up in several Iron Pact countries. Protests and rallies become commonplace all over the globe.

1977--German and British colonies are granted independence. Riots subside.

1980--India joins the Iron Pact.

1985--China begins invading neighboring providence. It ensures the Iron Pact that its goals do not interfere with the Pact's.

1988--Mild protests turn into fiery riots. Local police forces often join in with the anarchy. People demand open elections and freedom of speech. The movement demands change from the Scitex party.

1990--Daemon activity is detected all over the globe, often coinciding with the rioting regions. The Iron Legion is quick to begin the Fifth Crusade. Daemons, members of the Black Hand, and protesters are purged. Cities are left in flames, children without parents, adults without homes. Most importantly though, they are also left daemon free.

1995--Daemon activity is detected in the Middle East. The Iron Legion mobilizes for the Sixth Crusade. The Daemons prove more elusive than initially supposed. The military action drags on with little results other than domestic upheaval.

1996--Relations between China and the European Iron Pact deteriorate.

2000--Brazil, various nations in South America, and many nations in the Pacific form an alliance with China. Daemon activity is detected within their boarders, but the nations refuse Iron Legion support, and threaten nuclear retaliation should the Iron Legion attempt a purge.

2004--Covert Scitex and Legion activity within the hostile nations is found out. The Brazil-China alliance severs diplomatic ties with the Iron Pact.

2009--You've been in the Iron Legion since you turn 19, either because you wanted to serve your people, purge demons, do a public service, or not go to jail, seeing as service in the Iron Legion is compulsory within Germany. You've completed the Lehrzentrum, the Iron Legion's main training facility, located in East Germany. Very recently, you've been given a new assignment. Your COs have transferred you to the 52nd Sturm Grenadier, a fighting force fortified smack dab on the Chinese/Afghanistan border. It goes without saying that this is a hazardous change of scene.

I'm going to use a 2d12 system based on the SPECIAL rules used in Fallout. Stats will effect your character's abilities, and you will roll with specific skills to accomplish tasks.

Charisma reflects how NPCs in the game world react to you and your actions. A high charisma will win you many friends, allies, and opportunities. If you have a low charisma, you may wind up thinking that all NPCs are jerks, since everyone will treat you like crap.

Intelligence influences the number of skill points you start with, as well as how many you get at level up. It also determines how often your character receives insights in game, and whether or not said insights are actually useful.

Agility is how nimble your character is. Agility determines how fast you move, how easy you are to attack, and your ability to balance, climb, tumble, ect.

Luck determines how much fate is on your side. If you have a low luck, things will more often than not turn rotten, and it will appear as if the GM hates you. A high luck, on the other hand, will be like playing the game on easy mode. Help will arrive on time, problems will seemingly take care of themselves, fame, fortune, and women will fall into your lap.

You have 40 points to distribute between the seven attributes. 5's are considered 'average'. But your characters won't be average now, will they.

Starting HP is equal to 5+Strength+2*Endurance

Skills represent your training and experience doing things.

Small Guns is your characters familiarity with firearms, from hand guns to assault rifles.
-Your starting skill in Small Guns is equal to (Perception - 5)

Melee reflects your character's skill with the blade, truncheon, or other close combat weapon.
-Your starting skill in Melee is equal to ((Strength+Agility)/2 - 5) [Round up if average is above 5, round down if below 5.]

Unarmed is your character's fierceness when without a weapon.
-Your starting skill in Unarmed is equal to ((Strength+Agility)/2 - 5) [Round up if average is above 5, round down if below 5.]

Throwing is your character's effectiveness in launching random objects, with, or without, the use of a bow.
-Your starting skill in Throwing is equal to ((Strength+Agility)/2 - 5) [Round up if average is above 5, round down if below 5.]

Tactics is your characters grasp of battlefield situations, and is used to come up with plans or judge the validity of an existing plan. Plan ahead and you won't be dead.
-Your starting skill in Tactics is equal to (Perception - 5)

Guile represents your character's dexterity in dealing with traps and locked doors, as well as his or her ability to make himself unseen in the shadows.
-Your starting skill in Guile is equal to (Agility - 5)

Alchemy is your character's knowledge of medicines, potions, transmutations, and human anatomy. Alchemy is used to fix crippling injuries and brew up combat enhancing stimulants and chemical explosives.
-Your starting skill in Alchemy is equal to (Intelligence - 5)

First Aid is your character's ability to restore the wounded to health and stabilize critical injuries.
-Your starting skill in First Aid is equal to (Perception - 5)

Speech is your characters talent with words. How well you can convince someone to see your point of view or hide the truth from them is dependent on Speech.
-Your starting skill in Speech is equal to (Charisma - 5)

You may tag two skills. These skills receive a +2 bonus and will be easier to level up at higher levels.You have (3+Intelligence) skill points to distribute, initially.

Although this won't come into play until later, skills level up like this:
0 to 7: 1 skill point per increase.
8 to 10: 2 skill points per increase.
11 to 13: 3 skill points per increase.
14 to 17: 4 skill points per increase.

I'm aiming for 1 or 2 people. Ranks, specializations, and equipment will be determined in game.

The game has, so far, progressed from boot camp to field operations.

Interested applicants should picture growing up in Germany during the early 1930's for your characters' past, except with more totalitarianism, electronic monitoring devices, nationalistic zeal, and clockwork overseers.

The tone of the story is dark, so make sure to bring a flashlight.

The game in its entirety can be found here. Feel free to read for background information. It is not necessary for applicants to read the game before applying.

There is a lack of physical might in the game right now, so strong, fast, agile, or just generally tough characters will be preferred over the brooding intellectual types, of which there are plenty. We've got a great range of skills in the current squad, but we do not have anyone with focuses in either engineering or guile.

OK, if it is any indication, normally that much wall of text would have thrown me away in a hurry. But I read it all. THerefore I would like to let you know that Klaus von Braun is considering joining up with your merry band. Klaus is a mountain man, literally and figuratively. He grew up in the Bavarian Alps, and was a guide for several years, his barrel chest and massive arms second in size only to the peaks which he climbed. Of course, when the girlfriend of a local party official, an Oskar Hummel, turned her eyes his way - and he reciprocated - well, let's just say Oskar did not take kindly to it.

So when Oskar and his three cronies decided to let Klaus know that they did not appreciate his stealing Oskar's girl, well you know what happened next. What you may not have known is that three of them ended up in a hospital, and one in the morgue.

The Richter gave Klaus a choice - army or the noose. He asked when he could ship out.

I'm interested in joining the game, though I'm not very familiar with the world you've laid out... I'm gonna read the game you got going then post a character idea. I'm aiming for an agile scout type soldier.

Name: MARIUS Ackerman
Physical Description: Marius has always been large, as a child and now. His hands are almost as big as an average persons skull, something he is all too happy about. That said the rather, well, stupid look that sits on his face would not trick any one into thinking this man is a is a master of tactics.
Short Personality Description: Marius likes following orders, and he likes the military. He knows he wouldn't be much of a success anywhere else. He had worked in a factory before, but he was treated like nothing but a work horse there. Here, he has talents the army needs.

Well.. I must say this is almost exactly the kind of game I had been considering recently. (Although I had been looking at it from a D&D 4E point of view, but that isn't particularly important.)

I have so far read over the timeline, but have not yet gone much into the game forums. I dearly like the S.P.E.C.I.A.L system, and have played with it a few times before, although not with d12s..

The addition of arcane Daemons into the world combined with the idea of being a military unit in a mostly modern day world fills me with joy.

Jager Reiter was born very close to the German-Austrian border. His grandfather (Fraus Reiter) is a scarred and twisted man; he rarely talks and never smiles, but apparently he played a prominent part in at least two of the earlier Daemon purges. Something left him terribly injured during one of those purges, and Fraus went back to his hometown and never left again - even leaving his home is a notable occasion for Fraus. Jager's father (Lenhard Reiter) refused to be intimidated by Fraus' decision and became a rather successful arms merchant, travelling all over the world in order to find the best weapons.
During the Fifth crusade, Lenhard and his wife, and his only sister, and Lenhard's mother all were killed in a riot while travelling to Africa on vacation. Jager's older sister (18 at the time) and eldest brother (14) were also on the family trip. Jager (2) and his second brother (Bernard, 4) had been struck with chicken pox the day before the vacation and had been left at home with Fraus for the duration of the vacation, against Lenhard's wishes. The death of Jager's family was always blamed on the Black Hand by Fraus.

With no other family left, Fraus raised Jager and Bernard very differently. They were both taught extreme discipline and thrift, as well as mistrust and hate. Fraus primarily hated daemons and so that is what the boys learned - but they also picked up many attidues against any practioner of the arcane as well. Fraus didn't want the boys to go to school at all, but Bernard had already been enrolled and so he continued going to school, eventually even leaving home and going to University to start a life of his own.

Jager did not go to school. Everything he knows, he learned from Fraus and the other elders of his home town; many of whom were veterans of various crusades and encouraged the hatred of Daemons, and mistrust of things arcane. There are very few official records of Jager, and he has

or however little one could get away with and still be in the military in this world, although any he carries will probably be either fake or a rather crude homemade copy, again depending on what would be acceptable

no identification. Jager mocks his brother Bernard for going to university; Jager himself lied about his age and entered the military when he was actually only

If we are supposed to be 19 in 2009, I can rearrange the history to make the various numbers work

15, so that he would have a chance to hunt daemons and avenge his grandfather and family.

Vicente Santiago was born in Mexico City, Mexico to parents Robert and Eliana Santiago both of whom were respected Combat Engineers in the Iron Legion. For the first 11 years of his life Vicente lived in Mexico City and had a very happy and normal childhood, despite his parents often being away on tour. In 2000 when daemon activity was detected in Brazil, Vicente's parents were the some of the first soldiers deployed covertly. They were also some of the first casualties. While placing charges on a strategically important bridge, Robert and Eliana were ambushed by a Daemon. Luckily for them the rest of the platoon quickly killed the beast, but not before Robert was left paralyzed from the waist down. He would never be able to work in active filed duty again. This naturally came as a great blow the fiercely patriotic couple, and neither wanted to be honorably discharged from the Legion. Once again, luckily for them, the Brass agreed that their talents were too valuable to let go of so easily. So the Santiago family was transferred to Furtwangen in the Baden-Württemberg area of Germany where they worked in combat weapon research and development. The move had a large affect Vicente, who found him self suddenly in the middle of a foreign country, speaking a different language, and with no friends and very busy parents; he became a quiet loner. He sat in the back of classes and struggled through most of middle school due to the language barrier. Robert and Eliana were almost always working so Vicente essentially raised himself. He spent most of his free time meandering around and exploring the Black Forest, sometimes for days at a time. Time passed and Vicente joined the Iron Legion where it quickly became apparent that his strengths lay in survival and reconnaissance instead of engineering as his parents had hoped. Still they were proud that there son was near the top of his class and gave him their blessings when he graduated from the Lehnzentrum.

Vicente is a 20 year old hispanic male standing 5'7'' and weighs about 140 pounds. He has short black hair and brown eyes. Since his induction to the Legion he has taken up chain smoking and always has a battered cigarette in his mouth.

For the most part Vicente, puts his two cents in then lets others decide things preferring to come off as the strong silent type. And while he does enjoy working alone he also understands the value teamwork and will willingly put his life in danger to help a comrade. While usually able to control himself, Vicente is somewhat hot-headed and is not above starting a fight with a fellow soldier. Woe to the person who pokes fun at the Mexican accent in his German.

And below is the official application for Klaus, whom I mentioned earlier.

Klaus von Braun

Klaus von Braun (The von title was a leftover from long ago when his family owned much of the surrounding area, but they had long since fallen on tough times and out of the nobility), born and raised in the Alps, is as strong as a bear and has the endurance of the Percheron draft horses that he helped care for in his youth. Raised on a farm near St. Ulrich am Pillersee in Tyrol, Austria, Klaus grew up to be a mountain of a man, broad shouldered with arms and legs like tree trunks. He employed himself and supported his widowed mother by small-time farming, handyman work, Volksvagen repair, and guiding wealthy adventurers as a guide around the local mountains.

During one of these guided tours, he caught the eye of the girlfriend of a Scitex officer (Oskar Hummel) he was leading about the area. Hummel noticed and became very irate; Klaus had not reciprocated at all, but that did not matter to Hummel. Later that night, after returning to town and having several bottles of brandy with some cronies, Oskar related the story and decided that he must go avenge his supposedly impinged honor. Oskar and his three friends found Klaus at his home, and things rapidly descended into violence. By the time it was over, Oskar and two of his friends were sent to the hospital; and the last to the morgue.

Fault had no bearing on the situation; Hummel was too well connected in society and politics. The Richter gave Klaus a choice - enlist, or find yourself hanging from a noose. Within a few days he found himself in a cramped transport, heading to Gott knows where....

Klaus is 198 centimeters tall (6'6"), 120 kilograms (275 pounds), and very little, if any, of it appears to be fat. In another world, he would be an Aryan poster boy, with his blonde hair, blue eyes, and rugged countenance. A lifetime of outdoor work has made him tanned, but here and there are scars from falls and accidents, including a five cm scar on his left cheek acquired during a fight with a mountain lion that had been poaching his sheep.

Klaus is relatively quiet and introverted, being more at home in the mountains and tending a flock than in a large group of people. While actually of above average intelligence, he gives the impression of the opposite due to his tendency to take his time answering questions or using one or two word answers instead of longer sentences.

He can also have issues with authority figures, a product of having spent so much of his youth working alone in the mountain and not having to take orders from anyone. This can also lead into another problem - Klaus can have a bad temper, and has been known to react passionately to those who have besmirched his honor (whether the insult was real or imaginary).

Above all though, he is loyal to the end to those he trusts and befriends. He will walk through fire for those he loves.

During his basic training, the Hauptfeldwebel took one look at his new recruit and thrust a squad machine gun into his hands. Klaus found that he alone was able to use the weapon in a standing position, his massive frame absorbing the force of the weapon that normally needed a prone position and a bipod mount. He also excelled at hand to hand combat, preferring his fists to a knife and using his weight and strength to his advantage to throw people around the sparring mat.